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/**
* @fileOverview Trying to make an easily extensible bit of code to handle
* creating and drawing any number of decks of cards.
*
* @author: eli_oat
* @license: no gods, no masters
*/
/**
* @typedef {Object} Card
* @property {number} x
* @property {number} y
* @property {CardData} card
* @property {boolean} isFaceUp
*/
/**
* @typedef {Object} CardData
* @property {string} suit
* @property {string} value
*/
/**
* @typedef {Object} GameState
* @property {Card[]} cards
* @property {Card|null} draggingCard
* @property {CardData[]} deck
* @property {{x: number, y: number}} stackPosition
*/
const CARD_WIDTH = 100;
const CARD_HEIGHT = 150;
const PADDING = 10;
const SUITS = ['❤️', '♦️', '♣️', '♠️'];
const VALUES = ['2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K', 'A'];
const PATTERN_SIZE = 10;
const INITIAL_CARD_X = 20;
const INITIAL_CARD_Y = 20;
const FONT_SIZE = '34px "pokemon-font", monospace';
const CARD_BORDER_COLOR = '#000000';
const CARD_FACE_COLOR = '#FFFFFF';
const DECK_COUNT = 4; // Can be changed to any number
const BASE_COLORS = [
{ primary: '#FF9900', secondary: '#FFCC00' }, // Original orange deck
{ primary: '#6B8E23', secondary: '#9ACD32' }, // Olive green deck
{ primary: '#4169E1', secondary: '#87CEEB' }, // Royal blue deck
{ primary: '#8B008B', secondary: '#DA70D6' }, // Purple deck
{ primary: '#CD853F', secondary: '#DEB887' } // Brown deck
];
// Pile layout
const PILE_SPACING = CARD_WIDTH + PADDING * 4; // Space between piles
const PILE_OFFSET = 5; // Vertical offset for stacked cards
// Setting up the canvas
const canvas = document.getElementById('cards');
const ctx = canvas.getContext('2d');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
/**
* Shuffles an array in place and returns a new shuffled array.
* @param {Array} array - The array to shuffle.
* @returns {Array} A new array containing the shuffled elements.
*/
const shuffle = array => {
const result = [...array];
for (let i = result.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[result[i], result[j]] = [result[j], result[i]];
}
return result;
};
/**
* Creates a deck of cards for a given deck index.
* @param {number} deckIndex - The index of the deck being created.
* @returns {Array} An array of card objects, each containing suit, value, and deckId.
*/
const createDeck = (deckIndex) => SUITS.flatMap(suit =>
VALUES.map(value => ({
suit,
value,
deckId: deckIndex // Add deckId to track which deck a card belongs to
}))
);
/**
* Creates multiple decks of cards based on the specified count.
* If the count exceeds the number of unique deck colors defined,
* some decks will repeat colors.
*
* @param {number} count - The number of decks to create.
* @returns {Array} An array of card objects, each containing suit, value, and deckId.
*/
const createDecks = (count) => {
if (count > BASE_COLORS.length) {
console.warn(`Only ${BASE_COLORS.length} unique deck colors are defined. Some decks will repeat colors.`);
}
return Array.from({ length: count }, (_, i) => createDeck(i)).flat();
};
/**
* Creates a card object with a known position and some card data.
* @param {number} x - The x-coordinate of the card.
* @param {number} y - The y-coordinate of the card.
* @param {CardData} cardData - The data for the card, including suit and value.
* @returns {Card} A new card object.
*/
const createCard = (x, y, cardData) => Object.freeze({
x: x + PADDING,
y: y + PADDING,
card: Object.freeze({ ...cardData }),
isFaceUp: false
});
/**
* Determines if a point is within a card.
* Used to determine where to hold a card when dragging.
* @param {number} x - The x-coordinate of the point.
* @param {number} y - The y-coordinate of the point.
* @param {Card} card - The card to check by card object reference.
* @returns {boolean} True if the point is within the card.
*/
const isPointInCard = (x, y, card) =>
x >= card.x && x <= card.x + CARD_WIDTH && y >= card.y && y <= card.y + CARD_HEIGHT;
const clearCanvas = () => {
ctx.fillStyle = 'beige';
ctx.fillRect(0, 0, canvas.width, canvas.height);
};
const drawCardBack = card => {
ctx.fillRect(card.x, card.y, CARD_WIDTH, CARD_HEIGHT);
drawRetroPattern(card);
ctx.strokeStyle = CARD_BORDER_COLOR;
ctx.strokeRect(card.x, card.y, CARD_WIDTH, CARD_HEIGHT);
};
const drawRetroPattern = card => {
const checkeredSize = 10;
const deckColors = BASE_COLORS[card.card.deckId % BASE_COLORS.length];
for (let i = 0; i < CARD_WIDTH; i += checkeredSize) {
for (let j = 0; j < CARD_HEIGHT; j += checkeredSize) {
ctx.fillStyle = (Math.floor(i / checkeredSize) + Math.floor(j / checkeredSize)) % 2 === 0
? deckColors.primary
: deckColors.secondary;
ctx.fillRect(card.x + i, card.y + j, checkeredSize, checkeredSize);
}
}
};
const drawCardFront = card => {
ctx.fillStyle = CARD_FACE_COLOR;
ctx.fillRect(card.x, card.y, CARD_WIDTH, CARD_HEIGHT);
ctx.fillStyle = CARD_BORDER_COLOR;
ctx.font = FONT_SIZE;
ctx.strokeRect(card.x, card.y, CARD_WIDTH, CARD_HEIGHT);
drawCardValue(card.card.value, card.x + 12, card.y + 42, 'left');
drawCardSuit(card.card.suit, card.x + CARD_WIDTH / 2, card.y + CARD_HEIGHT / 2 + 20);
};
const drawCardValue = (value, x, y, alignment) => {
ctx.textAlign = alignment;
ctx.fillStyle = CARD_BORDER_COLOR;
ctx.fillText(value, x, y);
};
const drawCardSuit = (suit, x, y) => {
ctx.textAlign = 'center';
ctx.fillStyle = CARD_BORDER_COLOR;
ctx.fillText(suit, x, y);
};
/**
* Renders a card, determining which side to draw based on its face-up state.
* @param {Card} card - The card to render by card object reference.
*/
const renderCard = card => {
card.isFaceUp ? drawCardFront(card) : drawCardBack(card);
};
const renderAllCards = cards => {
clearCanvas();
cards.forEach(renderCard);
};
let gameState;
const initializeGameState = () => ({
cards: [],
draggingCard: null,
deck: shuffle(createDecks(DECK_COUNT)),
stackPosition: { x: 0, y: 0 }
});
const initializeGame = () => {
try {
gameState = initializeGameState();
// Group cards by deck
const cardsByDeck = gameState.deck.reduce((acc, cardData) => {
const deckId = cardData.deckId;
if (!acc[deckId]) acc[deckId] = [];
acc[deckId].push(cardData);
return acc;
}, {});
// Calculate starting X position to center all piles
// FIXME: How can I make the deck position be dynamic?
const totalWidth = PILE_SPACING * DECK_COUNT;
const startX = (canvas.width - totalWidth) / 2;
// Create cards for each deck in its own pile
gameState.cards = Object.entries(cardsByDeck).flatMap(([deckId, deckCards]) => {
const pileX = startX + (parseInt(deckId) * PILE_SPACING);
return deckCards.map((cardData, indexInDeck) =>
createCard(
pileX,
INITIAL_CARD_Y + (indexInDeck * PILE_OFFSET),
cardData
)
);
});
// TODO: Consider adding another level Box > Deck > Pile > Card
clearCanvas();
renderAllCards(gameState.cards);
setupEventListeners();
} catch (error) {
console.error('Failed to initialize game:', error);
alert('Failed to initialize game. Please refresh the page.');
}
};
const setupEventListeners = () => {
canvas.addEventListener('mousedown', handleMouseDown);
canvas.addEventListener('contextmenu', e => e.preventDefault());
document.addEventListener('keydown', e => {
if (e.key === 'q') handleResetGame();
});
};
const handleMouseMove = e => {
if (!gameState.draggingCard) return;
const rect = canvas.getBoundingClientRect();
const newX = e.clientX - rect.left - dragOffset.x;
const newY = e.clientY - rect.top - dragOffset.y;
const updatedCard = moveCard(gameState.draggingCard, newX, newY);
gameState.cards = gameState.cards.map(card =>
card === gameState.draggingCard ? updatedCard : card
);
gameState.draggingCard = updatedCard;
renderAllCards(gameState.cards);
};
const handleMouseUp = e => {
if (!gameState.draggingCard) {
const rect = canvas.getBoundingClientRect();
const x = e.clientX - rect.left;
const y = e.clientY - rect.top;
// Was the card clicked?
const clickedCard = gameState.cards.slice().reverse().find(card => isPointInCard(x, y, card));
if (clickedCard) {
// Move the clicked card to the top of the stack
gameState.cards = gameState.cards.filter(card => card !== clickedCard);
gameState.cards.push(clickedCard);
renderAllCards(gameState.cards); // Re-render all cards
}
}
gameState.draggingCard = null;
document.removeEventListener('mousemove', handleMouseMove);
document.removeEventListener('mouseup', handleMouseUp);
};
let dragOffset = { x: 0, y: 0 }; // To store the offset of the click position
/**
* Finds the card that was clicked.
* @param {number} x - The x-coordinate of the click.
* @param {number} y - The y-coordinate of the click.
* @param {Card[]} cards - The list of cards to search through by card object reference.
* @returns {Card|null} The card that was clicked, or null if no card was clicked.
*/
const findClickedCard = (x, y, cards) =>
cards.slice().reverse().find(card => isPointInCard(x, y, card));
/**
* Moves a card to the top of the stack.
* @param {Card} targetCard - The card to move to the top.
* @param {Card[]} cards - The list of cards to search through by card object reference.
* @returns {Card[]} A new array with the target card moved to the top.
*/
const moveCardToTop = (targetCard, cards) => [
...cards.filter(card => card !== targetCard),
targetCard
];
const handleMouseDown = e => {
const rect = canvas.getBoundingClientRect();
const x = e.clientX - rect.left;
const y = e.clientY - rect.top;
if (e.button === 2) {
e.preventDefault();
const clickedCard = findClickedCard(x, y, gameState.cards);
if (clickedCard) {
const updatedCard = toggleCardFace(clickedCard);
gameState.cards = gameState.cards.map(card =>
card === clickedCard ? updatedCard : card
);
renderAllCards(gameState.cards);
}
return;
}
const clickedCard = findClickedCard(x, y, gameState.cards);
if (clickedCard) {
gameState.draggingCard = clickedCard;
dragOffset = {
x: x - clickedCard.x,
y: y - clickedCard.y
};
gameState.cards = moveCardToTop(clickedCard, gameState.cards);
document.addEventListener('mousemove', handleMouseMove);
document.addEventListener('mouseup', handleMouseUp);
}
};
const handleResetGame = () => {
if (confirm("Would you like to reset the cards?")) {
resetCardsToOriginalPiles();
}
};
/**
* Moves a card to a new position.
* @param {Card} card - The card to move.
* @param {number} newX - The new x-coordinate for the card.
* @param {number} newY - The new y-coordinate for the card.
* @returns {Card} A new card object with updated position.
*/
const moveCard = (card, newX, newY) => ({
...card,
x: newX,
y: newY
});
const toggleCardFace = card => ({
...card,
isFaceUp: !card.isFaceUp
});
/**
* Calculates some stats for each deck, including total and face-up counts.
* @returns {Map} A map containing the total and face-up counts for each deck.
* Useful for debugging information to the canvas.
*/
const getDeckStats = () => {
const stats = new Map();
gameState.cards.forEach(card => {
const deckId = card.card.deckId;
const current = stats.get(deckId) || { total: 0, faceUp: 0 };
stats.set(deckId, {
total: current.total + 1,
faceUp: current.faceUp + (card.isFaceUp ? 1 : 0)
});
});
return stats;
};
const renderDeckStats = () => {
const stats = getDeckStats();
ctx.font = '16px "pokemon-font", monospace';
// Calculate the same starting X position as the piles
const totalWidth = PILE_SPACING * DECK_COUNT;
const startX = (canvas.width - totalWidth) / 2;
stats.forEach((stat, deckId) => {
const colors = BASE_COLORS[deckId % BASE_COLORS.length];
const pileX = startX + (deckId * PILE_SPACING);
ctx.fillStyle = colors.primary;
ctx.textAlign = 'center';
ctx.fillText(
`Deck ${deckId + 1}: ${stat.faceUp}/${stat.total}`,
pileX + CARD_WIDTH / 2,
INITIAL_CARD_Y - 10
);
});
};
// FIXME: this is too complicated, and would probably work better if I had a better way of handling state.
const resetCardsToOriginalPiles = () => {
const totalWidth = PILE_SPACING * DECK_COUNT;
const startX = (canvas.width - totalWidth) / 2;
// Group cards by deck
const cardsByDeck = gameState.cards.reduce((acc, card) => {
const deckId = card.card.deckId;
if (!acc[deckId]) acc[deckId] = [];
acc[deckId].push(card);
return acc;
}, {});
// Reset position for each deck
Object.entries(cardsByDeck).forEach(([deckId, deckCards]) => {
const pileX = startX + (parseInt(deckId) * PILE_SPACING);
deckCards.forEach((card, index) => {
card.x = pileX;
card.y = INITIAL_CARD_Y + (index * PILE_OFFSET);
card.isFaceUp = false;
});
});
renderAllCards(gameState.cards);
};
initializeGame();
window.addEventListener('unload', () => {
canvas.removeEventListener('mousedown', handleMouseDown);
canvas.removeEventListener('contextmenu', e => e.preventDefault());
});
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